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Animation Intro Survey

Total questions: 25

Worksheet time: 9mins

Name
Class
Date
1.

What does CGI mean?

a)

Comic Generated Images

b)

A ratings board

c)

A government agency

d)

Computer Generated Images

2.
Planning out an animation starts with creating a:
a)
storyboard
b)
set of cutouts
c)
podcast
d)
photo sequence
3.
One image in an animation is a....
a)
3d
b)
drawing
c)
frame
d)
keyframe
4.
What does FPS stand for?
a)
flip paper starts
b)
frames per second
c)
frogs per start
d)
fractions per start
5.

How many frames per second is a typical animation?

a)

10

b)

35

c)

24

d)

2

6.

Which animation term means: the ability to see the previous position of an object

a)

Keyframe

b)

Stopframe

c)

Onion Skinning

d)

Tweening

7.

How should you turn in your finished computer animation assignments?

a)

Email them to the teacher

b)

Submit to Google Classroom

c)

Print and leave on teacher's desk

d)

Save to your desktop folder

8.

If you need extra time to finish your computer work you should... (select all possible correct answers)

a)

Try to finish it at home, even though you don't have the right computer software

b)

Schedule a time with the teacher to use the classroom computers and get extra help if needed

c)

Speak with the teacher ASAP so you don't miss learning important animation techniques

d)

Show up to the classroom during your free time WITHOUT making previous arrangements and/or without a pass

e)

Don't say anything about your unfinished work and just wait until the last week of the marking period to make it up

9.

What is stop motion animation?

a)

Animation done by drawing and freezing frames every once and a while

b)

Stopping motion with animation

c)

Cinematic process using claymation or puppet-based animation

10.

The process of automatically generating the intermediate frames between the two key frames is known as...

a)

Rendering

b)

Rotoscoping

c)

Tweening

d)

Animating

11.
This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. Examples are a pitcher's wind-up or a golfers' back swing.
a)
Anticipation
b)
Arcs
c)
Staging
d)
Slow In and Slow Out
12.
Corresponds to what would be called charisma in an actor. A character who is not necessarily sympathetic – villains or monsters can also fall under this principle – the important thing is that the viewer feels the character is real and interesting
a)
Follow Through and Overlap
b)
Appeal
c)
Exaggeration
d)
Solid Drawing
13.
Most actions follow a slightly circular path. This is especially true of the human figure and the action of animals. Give animation a more natural action and better flow. Examples are a pendulum swinging, arm movement, head turns and even eye movements.
a)
Arcs
b)
Anticipation
c)
Appeal
d)
Secondary Actions
14.
This principle describes an action that remains true to reality, just presenting it in a wilder, more extreme form
a)
Exaggeration
b)
Squash and Stretch
c)
Straight Ahead Versus Pose to Straight Ahead Versus Pose to Pose
d)
Timing
15.
The action that follows the main action; actions do not stop at the same time.
a)
Follow Through and Overlap
b)
Arcs
c)
Solid Drawing
d)
Secondary Actions
16.
This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action.
a)
Secondary Actions
b)
Squash and Stretch
c)
Appeal
d)
Anticipation
17.
Principle with more drawings near the beginning and end of an action, emphasizing the extreme poses, and fewer in the middle. Most objects need time to accelerate and slow down, this principle softens the action, making it more life-like
a)
Slow In and Slow Out
b)
Follow Through and Overlap
c)
Exaggeration
d)
Appeal
18.
This principle means taking into account forms in three-dimensional space, or giving them volume and weight. The animator needs to be a skilled artist and has to understand the basics of 3D shapes, anatomy, weight, balance, light and shadow, etc
a)
Solid Drawing
b)
Staging
c)
Appeal
d)
Follow Through and Overlap
19.
Gives the illusion of weight and volume to a character as it moves. It is used in all forms of character animation from a bouncing ball to the body weight of a person walking.
a)
Squash and Stretch
b)
Straight Ahead Versus Pose to Pose
c)
Exaggeration
d)
Slow In and Slow Out
20.
Its purpose is to direct the audience's attention, and make it clear what is of greatest importance in a scene. This can be done by the placement of a character in the frame, the use of light and shadow, or the angle and position of the camera
a)
Staging
b)
Squash and Stretch
c)
Exaggeration
d)
Anticipation
21.
One means drawing out a scene frame by frame from beginning to end, while the other involves starting with drawing a few key frames, and then filling in the intervals later
a)
Straight Ahead Versus Pose to Pose
b)
Squash and Stretch
c)
Appeal
d)
Anticipation
22.
This principle makes objects appear to obey the laws of physics; for instance, an object's weight determines how it reacts to an action, like a push. Critical for establishing a character's mood, emotion, and reaction.
a)
Timing
b)
Arcs
c)
Solid Drawing
d)
Anticipation
23.

What do we call our character models when animating them? (select all correct options)

a)

The name of the character

b)

Digital Puppet

c)

a cartoon

d)

Character Rig

24.

Motion Capture and Performance Capture have eliminated the need for animators.

a)

True

b)

False

25.

Something an animator needs to apply for work.

a)

An awesome demo reel

b)

A Master's Degree

c)

Super powers

d)

College/University connections